Updated Aztec

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  • narby

    #136
    mouth wrote..

    Jesus. Nice to know you have such a solid reason for not changing the layout.



    At the very least, make the ever-so-cutely ajar double doors on the T side open in the OTHER direction. Give the Ts the same view of the CT double doors that the CTs have of the theirs, since they both reach their reletive positions around the same time. Something -ANYTHING- to make site A viable for once in the maps history.
    They're that way around for a reason. Those doors are a VIS-block. This basically means they stop the engine drawning a large part of the map when viewed from cirtain angles (like the other side of the doors near the bomb area).

    If you flip them around, the visibility system will draw both areas and your fps most likely will drop by 1/3 or even half (without player models)

    It would also give any CT comming from the walkway an easy angle to snipe right through to the other side where the T's are, and may even cover their advance into the rope bridge room.

    Comment

    • Gh3rgh1c34nu

      #137
      umm... i never said i do/want to make the rules. i simply think that it's stupid to make one learn by heart the notations the mappers decided to give their bombspots, since i'm sure someone will flip the logic in marking them and decide that on his map they'll be called "C" and "D" and so on. Later on, when, let's say you have a big lanparty with back-to-back matches on several maps and you sit at a table with your teammates discussing tactics, everybody has to know the notations of the bspots on each map. If there's no logic to this notation, it's hard to get it in your head. There are no spraypaints in bars reminding you whether bsite A is the one by the CT spawn or not. I'm not against this bsite marking, i just said that it has to follow a rule. Read more carefully next time please. Plus you needn't insult my opinion just because you disagree with it. Anyway, let's drop it shall we? Otherwise it could go on forever.



      Back to the map, someone suggested the addition of a neon buzzing sound around the lights. I think it's an awesome idea, please consider it.

      Comment

      • narby

        #138
        OK let me modify the cricket wav to buzz people until they snap and start wandering the streets armed with cans of zappo and bloodshot eyes.

        Why would you need seperate signs per map?

        Comment

        • Parian

          #139
          2 things...

          the double doors ct side looks to be reversed?? & that big A is very good idea but its too distracting

          Comment

          • Mr. Lugosi

            #140
            Does this include any changes that CSCZ will use? (rain, fog, etc.)

            Comment

            • puffycloud

              #141
              It's just a visual upgrade and some exploits have been taken care of.

              Comment

              • rizzuh

                #142
                Narby is doing a horrible job of defending the new bridge.



                It would be very hard to snipe between the planks. If you manage to hit the plank and then another person the damage will be halved, at least. For the scout it'll be like 1/4th the damage.



                Not even a very good AWPer could defend the water from the CT side of the bridge. The visiblity is just as sketchy as with the current bridge.

                Comment

                • mouth

                  #143
                  puffycloud wrote..

                  A is my favorite site to rush. The double doors are simple if you stick to the wall and use some of the cover.



                  Maybe it's just you.
                  That, or the fact that there's jack for useful cover around there. Any T that goes through there is going to get screwed from up to 3 angles, and it's worsened by the fact that your team is limited to single-file movement through the doors. You go immediately left behind the boxes, you're pinned and can be attacked from the hallway while the other CTs move in. Go straight and you're out in the open. Go right, and you have to deal with CTs in the hall AND at the site. Not to mention you're required to fire on the run while the CTs have just enough time to get settled, thanks to their free range of movement. The CTs can also easily draw people guarding the bridge to the door, and vice-versa. This luxury of being able to flank isn't something the Ts have decent access to.



                  So yeah, maybe it's "just me".
                  narby wrote..

                  They're that way around for a reason.
                  Well, shit.

                  Comment

                  • narby

                    #144
                    Parian wrote..

                    2 things...

                    the double doors ct side looks to be reversed?? & that big A is very good idea but its too distracting
                    Yes they were accidentally flipped but will be fixed in the final build



                    Ya rizzuh but stap it D:

                    Comment

                    • rizzuh

                      #145
                      Mouth: In any clan match A instantly becomes a viable and even preferred option. In a pub with one or two people who are very talented with the AK, A is an easy rush. The map can't be designed so the rushing team has an easier time. It's a risk you take when you go and blow up something.

                      Comment

                      • MidgetPanda

                        #146
                        yea the thunder was nice. The lights are too..pretty and standoutish. The bombsite logo is too bright. And overall I jsut dont like how it looks new...I liked the rough feeling of the current aztec.

                        Comment

                        • ShotokaN

                          #147
                          mouth, that's why you go doors when you have more than just one person. One person looks to the site and takes out CTs there. The other goes left into that lil nook and shoots right CTs coming from the bridge. These two hold their positions while the rest of the team runs past towards the site. Remember that despite pubs, CS is still a team game. Meaning you are actually required to *gasp* work together.



                          And.....
                          narby wrote..

                          -Slightly reduced frequency of thunder claps (removal of 1 of 3 triggers)
                          Dang it! noooo! I love those things... so damn useful. *sigh*..... tell me it was the one by the T spawn.

                          Comment

                          • lopinboy

                            #148
                            The only things I would like to see is to make Ts get to bridge faster than CTs like we used to be able to do and also make the dd's on T side a little more open, so at least 2 ppl can slip in at a time. Also, possible make it harder for CT to snipe ppl in the river from site A and give more cover for T in water. Other than that, it seems fine.

                            Comment

                            • narby

                              #149
                              I'm not going to tell you which ones I removed. You'll have to wander around it one sunny afternoon and make good the feeling of self discovery. The you can send delightful emails to your pals and eat fairy cakes till the sun sets.

                              Comment

                              • ShotokaN

                                #150
                                narby wrote..

                                I'm not going to tell you which ones I removed. You'll have to wander around it one sunny afternoon and make good the feeling of self discovery. The you can send delightful emails to your pals and eat fairy cakes till the sun sets.
                                Sounds enticing... I can't wait to find out.

                                Comment

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